Midnight Pathlighter
~$2.29 low · ~$3.64 high
Multicolor. Creature — Human Wizard

Forgotten Realms Commander #52 · Illustrated by PINDURSKI
What is Midnight Pathlighter worth?
Highest TCGplayer price
~$3.64
Extended Art non-foil · Forgotten Realms Commander #322
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
Creatures you control can't be blocked except by legendary creatures.
Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
2/3
Format legality
All 2 printings of Midnight Pathlighter
| Printing | Rarity | Non-foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|
Forgotten Realms Commander afc #52· 2021rare· Cardmarket €1.60 | rare | $2.29 | €1.60 | |
Forgotten Realms Commander afc #322· 2021Extended Artrare· Cardmarket €1.93 | rare | $3.64 | €1.93 |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Midnight Pathlighter
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Card details
- First printed
- 2021
- Printings
- 2
- Mana value
- 4
- EDHREC rank
- #7,617 on EDHREC (Commander popularity)
- Keywords
- Venture into the dungeon
- Artist
- PINDURSKI
What the codes mean
The small print at the bottom of the Forgotten Realms Commander card (#52).
052 · AFC · R · EN
- 052Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
- AFCSet code for Forgotten Realms Commander
- RRare
- ENPrinted in English
How to read a Magic card: every part and code, on real cards.
Card breakdown
The parts of Midnight Pathlighter, read from the Forgotten Realms Commander printing. Tap a label to highlight its line. How to read any Magic card.
- Top: name and cost
- Art and type line
- Text box
- Bottom: stats and the info line

The info line, magnified

Swipe to see the whole line.
Top: name and cost
Art and type line
Text box
Bottom: stats and the info line
Keywords
- Venture into the dungeonCR 701.49
- Defined in the Comprehensive Rules at the rule above.
Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.
Rulings (11)
2021-07-23
Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
2021-07-23
Dungeons are removed from the game as a state-based action.
2021-07-23
If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
2021-07-23
Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
2021-07-23
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23
A player may only have one dungeon in the command zone at a time.
2021-07-23
Unblocked creatures with double strike deal damage twice, which will cause Midnight Pathlighter's last ability to trigger twice.
2021-07-23
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23
To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
2021-07-23
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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